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Neon Lobby

  • 3d
  • first-person
  • shooter
  • arcade
  • sci-fi
  • cyberpunk
  • training
  • target-shooting
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Saad Fayyaz built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Neon Lobby yet. Play it, then tell Saad Fayyaz what you would add next.

Make your own game

Neon Lobby was built by Saad Fayyaz with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Neon Lobby opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Neon Lobby

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a playable browser-based 3D sci-fi game called “Neon Lobby Runner,” with two states: a futuristic lobby and a first-person target-shooting training arena. Use a dark, clean cyberpunk visual style: nearly black blue background, dark metallic surfaces, cyan emissive rails and highlights, subtle glow simulated with emissive materials, fog, shadows, and semi-transparent sharp-corner HTML UI panels.

Lobby scene: Show a large dark ground plane and a circular raised platform at the center, with a simple stylized humanoid avatar standing on it. The avatar has a small spherical skin-colored head, dark hair cap, purple/blue emissive hoodie torso, dark capsule-like arms and legs, visible skin-colored hands, and dark shoes with faint cyan emissive accents. Place the camera in a fixed third-person showcase position approximately in front of the avatar, looking toward its upper body. Behind it, build a futuristic hangar corridor from repeated cyan-lit rectangular arches/rails receding into the distance, with dark blue supports and a bright horizontal cyan strip on each arch. Add a black-blue sky dome and a distant ring of simple dark blue city/building blocks. The avatar gently bobs while idle. Allow pointer/mouse dragging on the canvas to smoothly rotate the avatar horizontally.

Lobby UI must be an HTML overlay over the canvas. At the upper left, show a translucent dark panel labeled “LOOKING FOR TEAM.” At the upper right, show three translucent outlined buttons labeled “EVENT,” “STORE,” and “MAIL.” On the left below the header, show a translucent friends panel titled “FRIENDS (0/7)” with these visible rows and status text: “sehbaz123 — Last online: 2h”, “Gfibtisam — Last online: 18h”, “SUBHAN6278 — Last online: 5h”, “hazidkdkd — Last online: 4d”, “mkab — Last online: 7d”, and “itsnaveed001 — Last online: 4d”. Include the small note “(UI is inspired-by only — not a copy.)”. Near the upper center, display a translucent cyan-tinted banner reading “SCANNING IN PROGRESS,” with a very subtle animated brightness shimmer. Along the bottom, show outlined navigation buttons labeled Friends, Clan, Inventory, Season, Achievements, Upgrade, and Collection. To the lower right, include a mode panel reading “RANKED,” “RANDOM 2,” and “SQUAD | TPP,” plus a prominent cyan gradient button labeled “START.” The nonfunctional lobby buttons can remain visual UI; START must work. Show a brief toast on entering the lobby such as “Drag to rotate • Hit START.”

Arena transition: Clicking START hides the lobby model, hangar, city, and lobby UI elements as appropriate, and enters a large open first-person arena. Use a dark floor plane with a cyan/dark-blue floor grid and ten scattered dark-blue cylindrical neon pillars of varying heights. Position the player at the arena edge around coordinates equivalent to (0, 0, 12), with first-person camera height around 1.65. Use pointer-lock mouse look. On entering, show a toast “Click to lock mouse.” The first click should lock the pointer; subsequent clicks should fire. Display a small centered “+” crosshair.

Arena mechanics: Start a 60-second round with score 0 and spawn exactly nine floating targets. Targets are dark faceted icosahedron shapes with bright pink/magenta emissive material, positioned randomly throughout the arena at varied horizontal positions and heights around 1.2–4.2 units. Animate each target by slowly rotating it and gently bobbing it vertically. Use WASD or arrow keys to move in the direction of the camera, with smooth sliding acceleration/deceleration; hold Left Shift for faster movement. Clamp player movement to approximately -36..36 on both horizontal axes. Aim with the pointer-locked mouse and shoot with the mouse button using a raycast from the camera center. A hit removes the target, adds 10 points, briefly creates a cyan expanding pop effect at the hit point, and respawns one target after about 350 ms. Misses may produce a quiet negative blip. The HUD should show translucent panels at top left with “Score: 0” and “Time: 60s,” and at top right show “WASD move • Mouse look • Click shoot • Esc lobby.”

The timer counts down once per second. When it reaches zero, stop the round and show a toast like “Time! Score [score]. Press R to retry or Esc for lobby.” Press R during the arena to reset score and timer, reposition the player, clear all targets, and spawn nine new targets. Press Escape to leave pointer lock if needed and return to the lobby. Play only optional subtle synthesized sci-fi beeps for start, restart, hits, misses, locking/unlocking, and timeout; the game must remain playable without audio. Use responsive full-window rendering and UI, with a mobile-friendly adjustment that reduces panel widths and hides the mode panel on narrow screens.

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